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Nord Games - Treacherous Traps
Nord Games - Treacherous Traps
The Writers
LEGAL CREDITS
Nord Games LLC is not affiliated with Wizards of the Coast™. We Authors: Andrew Geertsen, Chris Haskins, JVC Parry, Megan Roy
make no claim to or challenge to any trademarks held by Wizards Lead Designer: Chris Haskins
of the Coast™. Proofing and Editing: James Vacca
Nord Games LLC., 2020, all rights reserved. Product Identity: Art Director: Ralph Stickley
The following items are hereby identified as Nord Games LLC.’s Layout and Typesetting: Chris van der Linden, Ralph Stickley
Product Identity, as defined in the Open Game License version 1.0a,
Illustrators: Shen Fei, Konrad Krogull, Evgeny Maloshenkov
Section 1(e), and are not Open Game Content: product and product
line names, logos and identifying marks including trade dress; Additional Contributors: Spike Murphy-Rose, Steve Winter
artifacts; creatures; characters; stories, storylines, plots, thematic Project Management: Chris Haskins, Greg Peterson
elements, dialogue, incidents, language, artwork, symbols, designs, Brand and Marketing: Chris Haskins, Megan Roy
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graphic, photographic and other visual or audio representations;
names and descriptions of characters, spells, enchantments,
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supernatural abilities or effects, logos, symbols, or graphic designs;
and any other trademark or registered trademark clearly identified
as Product Identity. Previously released Open Game Content is
excluded from the above list.
Printed in China
2
TABLE OF CONTENTS
Introduction p. 4 Designing Traps p. 105
How to Use Traps p. 5 Random Trap Generator p. 111
Level 1-4 Traps p. 10 Trap-Centric Dungeons p. 136
Level 5-8 Traps p. 25 Perplexing Puzzles p. 141
Level 9-12 Traps p. 40 Subtle Secrets p. 159
Level 13-16 Traps p. 56 Ridiculous Riddles p. 161
Level 17-20 Traps p. 71 Trapsmith Legends p. 164
Complex Traps p. 87
3
INTRODUCTION
Welcome to Treacherous Traps! If you're a GM (Game Master) • Chapter 8: Designing Traps. This is the perfect place
looking to spice up your games with some unique, intriguing, to start when making your own traps. In it there are
and downright diabolical obstacles, you're in the right place. general guidelines and best practices for trap design,
This book is a resource meant to aid you when creating traps, tables that cover different variable elements of a trap,
puzzles, riddles, and other exciting challenges for your and suggested experience rewards if you choose to
players. Follow our charts, guidelines and tips to create your award experience for overcoming traps.
own, or drop any of our hundreds of pre-made traps and • Chapter 9: Random Trap Generator. This chapter
puzzles into your game at a moment's notice. contains a table to help you create a simple randomized
trap that you can adjust and implement to fit your needs.
How to Use This Book Below the random table are sections that cover each of
the 50 triggers and 50 effects in detail.
Treacherous Traps is intended to be something you consult
regularly, as opposed to something you read “cover-to- • Chapter 10: Trap-Centric Dungeons. This chapter
cover” (though you certainly could). It’s very unlikely that contains some general thoughts about designing
you will need all the information in this book at once. Read dungeons focused on or built primarily around traps, as
this chapter first. Then, to help you maximize your time and well as a few examples of how to accommodate traps of
efforts when accomplishing your goals, you can cherry-pick different types within certain spaces or corridors.
through the book’s sections as needed. Here is a breakdown • Chapter 11: Perplexing Puzzles. This chapter contains
of what you can expect in each chapter: brief guidelines on implementing puzzles and their
• Chapter 1: Introduction and How to Use Traps. This solutions into your game. There are also 30 pre-made
chapter breaks down the general philosophy of how puzzles you can use in a variety of situations and settings.
to think about traps and other related subject matter. Almost all include tweaks and suggestions to alter their
Detailed breakdowns of the topics in this chapter are difficulty or customize them for your campaign.
found elsewhere in the book. • Chapter 12: Subtle Secrets. This brief chapter contains
• Chapter 2-6: Simple Traps. These chapters are filled a selection of story, quest, and environmental secrets
with pre-made simple traps. These are ready to be that can be used in your campaign.
dropped into your game as they are, or with very little • Chapter 13: Ridiculous Riddles. This brief chapter
adaptation. Each chapter has 50 traps split into 5 levels of contains general guidelines regarding the creation of
lethality (setback, moderate, dangerous, perilous, deadly), riddles, as well as some example riddles.
organized by level range (1-4, 5-8, 9-12, 13-16, 17-20).
• Chapter 14: Trapsmith Legends. This brief chapter
• Chapter 7: Complex Traps. This chapter has 25 traps introduces a new player background, the Trapsmith,
designed to be more elaborate than the simple traps. who begins their journey with a new kind of tool:
They feature multiple elements that trigger in stages and trapsmith tools. The chapter also includes 3 NPCs with
present a range of obstacles for character to overcome. the Trapsmith background who specialize in creating
There are 5 complex traps per level range (1-4, 5-8, 9-12, and disarming traps. These Trapsmith Legends can be
13-16, 17-20), one for each level of lethality (setback, hired to accompany characters on their journey and
moderate, dangerous, perilous, deadly). come complete with stats for easy reference.
4 Introduction
HOW TO USE TRAPS
In either case, before you charge over and begin perusing the • Effect (Random Table Entry). This is what happens when
vast selection of ways in which you can hamper, harangue, the trigger conditions are met. Again, there’s a reference
and otherwise haze the poor characters about to encounter to the table in Chapter 9. Most of the time, trap effects
them, it is a good idea to understand the very basics of how require a saving throw or make an attack roll and have
and why traps work as they do. instantaneous results. But if there are lingering effects
that characters can deal with, information about that is
Trap Entries listed here.
The traps in the following chapters will always contain the • Countermeasures (Trait). Options for what characters
following elements: can do to find, notice, or disarm the trap are provided in
this section. If the trap has any traits (like difficult or
• The type of trap (mechanical, magic, or hybrid) sensitive) those are noted here.
• The trap’s level range, lethality, and any purpose
keywords. Trap Types
• A description of the trap, providing its general layout In the following chapters, you will find traps in 3 categories:
and position.
• Mechanical. These are traps where the trigger and
• Trigger (Random Table Entry). This is what triggers the effect are both mundane.
trap. We’ve also noted what entry from Chapter 9 was
used to make this trap, to give you an idea of how to use • Magic. These are traps where the trigger and effect are
the triggers from that chapter. both magic, and are usually spell traps.
• Hybrid. These are traps where the either the trigger is
magic and the effect is mundane, or vice versa.
As an optional rule you can allow a character to use a 2nd-level abjuration (ritual)
successful Intelligence (Arcana) check to disable a glyph of Casting Time: 1 hour
warding or symbol as well as dispel magic. When we present Range: Touch
these kinds of traps throughout this book, we assume that
this optional rule is in effect. Components: V, S, M (incense and powdered precious
metals worth at least 50 gp, which the spell consumes)
Whether or not creatures can use Investigation passively
is up to you; if you decide to allow for passive Investigation Duration: Until dispelled or triggered
to discover a glyph of warding that can make them less When you cast this spell, you inscribe a rune upon a surface
threatening. However, if a glyph can only be found with (such as a table or a section of floor or wall), or on an object.
an active check, you might consider allowing for a Wisdom If you choose a surface, the rune can cover an area of the
(Perception) check or leaving some clues in the trapped area surface no larger than 10 feet in diameter. If you choose an
to let the characters know that something might be hidden. object, that object must remain in its place; if the object is
moved more than 10 feet from where you cast this spell, the
Hybrid Traps rune burns away, and the spell ends without being triggered.
These kinds of traps combine mundane triggers and magic You can hide the rune in a larger design, but the rune
effects, or magic triggers and mundane effects, and this can is visible and can be spotted with a successful Wisdom
lead to some interesting combinations. Hybrid traps can (Perception) check. With a successful Intelligence (Arcana)
usually be detected with Wisdom (Perception) or Intelligence check, a creature that spots the rune can erase a portion of it,
(Arcana), and they can also be found with detect magic. ending the spell without triggering it. The DC for both these
checks is your spell save DC.
When a mundane trigger activates a magic effect, the trapped
area or object is enchanted with a spell effect but just waiting You decide what triggers the rune when you cast the spell.
for input from the trigger to complete the arcane circuit. For rune inscribed on a surface, the most typical triggers
When activated, the trap targets the creature that triggered it include touching or standing on the rune , removing another
with the effect. If the trap affects an area, the area is centered object covering the rune, approaching within a certain
on that creature. If the trap summons hostile creatures or distance of the rune, or manipulating the object on which
creates harmful objects, they appear as close as possible to the the runeis inscribed. For glyphs inscribed on an object, the
triggering and attack it. If the effect requires concentration, it most common triggers include approaching within a certain
lasts until the end of its full duration. distance of the object, or seeing or reading the rune.
When viewed with detect magic, this kind of hybrid traps You can further refine the trigger so the rune activates
usually have an aura that reflects the school of magic for only under certain circumstances or according to physical
the effect. A trap that creates a blast of fire usually shows up characteristics (such as height or weight), creature kind
with an evocation aura when looked at with detect magic. (for example, the ward could be set to affect aberrations
or drow), or alignment. You can also set conditions for
creatures that don’t trigger the rune, such as those who say a
certain password.
When the rune is triggered, it creates a Tiny, invisible,
mindless, shapeless force that only lasts long enough to
interact with a nearby mechanical element, such as the
workings of a trap, a lever, or a button. The mechanical
element must be within 10 feet of the rune. Once the force
interacts in this way, the spell ends and the rune fades away.
Traps as Templates
The pre-generated traps in the following chapters are
designed to be as usable in multiple settings and situations,
but there is no reason that you cannot make changes to them
to suit your needs. Some of the traps may have slight bits
of flavor, mentions of certain detection criteria, or other
elements that are specific about one thing or another. These
can be easily changed. For example, a trap could describe a
room decorated with tapestries of dwarven war victories,
with a magic trigger that activates whenever an elf walks into
the room. Instead, you could change this trap to be set in a
forest clearing with trees carved to depict elven war victories,
with a magic trigger that activates whenever a dwarf enters
the clearing.
Perilous
Setback
Effect (Net). The trap releases a net onto all creatures in Trigger (Creature Detector). A creature gets within 5 feet of
a 10-foot radius, centered on the object. Creatures in the the statue triggers the trap.
area must make a DC 10 Dexterity saving throw. A creature Effect (Elemental Blast). A noxious gas suddenly erupts
that fails the saving throw is trapped under the net and from somewhere on the statue (mouth, nose, ears, etc). The
restrained, while creatures that succeed avoid the net. A triggering creature must make a DC 10 Constitution saving
creature restrained by the net can use its action to make a DC throw, taking 6 (1d12) poison damage on a failed save, or half
10 Strength check, freeing itself or another creature within as much on a successful one.
its reach on a success. Countermeasures. A successful DC 10 Wisdom (Perception)
The net has AC 10 and 20 hit points. Dealing 5 slashing check lets a creature spot the rune. A creature that succeeds on
damage to the net (AC 10) destroys a 5-foot-square section a DC 10 Intelligence (History) check recognizes the statue and
of it, freeing any creature trapped in that section. A glass knows about the trap. A successful DC 10 Intelligence (Arcana)
bottle is tied to the net, and it breaks when the net drops, check or casting dispel magic on the statue disables the trap.
alerting nearby creatures when the net hits the floor.
Countermeasures. A successful DC 10 Wisdom (Perception) Sinister Seal
check reveals the tension cable or hidden net. A successful Hybrid trap (level 1-4, setback, block)
DC 10 Dexterity check using thieves’ tools disables the cable,
but a check with a total of 5 or lower triggers the trap A unique and ornate seal is carved into the floor of this
room; a rune of detection is hidden in the design of the seal.
Fossil Fingers Trigger (Pass Area). A creature that walks over the seal
activates the rune, which activates a timed mechanism. After
Mechanical trap (level 1-4, setback, hinder) 1 minute, the trap effect occurs. The GM can set specific
A finely crafted lock protects a door, chest, or other criteria for what activates the rune.
container. The lock has a unique maker’s mark and appears Effect (Barrier). A heavy stone slab or metal portcullis slams
to be more complex than most. down in the entrance to the room.
Trigger (Pick Lock). A creature that succeeds at picking the Countermeasures. A successful DC 10 Wisdom (Perception)
lock, or opens the container without its key, triggers the trap. check lets a creature spot the rune, and a creature that
Effect (Needle). A hidden needle springs out, attacking the succeeds on a DC 10 Intelligence (History or Religion) check
triggering creature with a +5 attack bonus. If it hits, the recognizes the seal and knows about the trap. A successful
needle deals no damage but delivers a dose of stone hands DC 10 Intelligence (Arcana) check or casting dispel magic on
poison. This attack can’t gain advantage or disadvantage. the rune disables the trap.
A creature exposed to stone hands poison must make a DC
10 Constitution saving throw. On a failed save, it takes 3 (1d6)
poison damage and is poisoned for 1 hour. While poisoned in
this way, the creature automatically fails any ability checks
using Dexterity. On a successful save, the creature takes half
damage and isn’t poisoned.
Countermeasures. A successful DC 10 Wisdom (Perception)
check lets a creature spot the mechanism attached to the
lock, and a creature that succeeds on a DC 10 Intelligence
(History) check recognizes the maker’s mark on the lock and
knows about trap. A successful DC 10 Dexterity check using
thieves’ tools disables the trap.
Countermeasures. Detect magic reveals an aura of Effect (Animate Object). When triggered, the suits of armor
transmutation magic on the etchings. A creature that animate and attack all other creatures in the area. The suits
succeeds on a DC 12 Intelligence (Arcana) check understands of armor use the game statistics for animated object, armor
the etchings and knows about the trap. with the following changes:
A spellcaster can disable the trap with a successful DC 12 • The armor’s hit points are 18 (4d8).
ability check using their spellcasting ability; casting dispel • The armor’s AC is 15.
magic on the area will also disable the trap • The armor’s Constitution is 12 (+0)
Oath of Pacifism • The armor doesn’t have the Antimagic Susceptibility trait.
• The armor doesn’t have the Multiattack action.
Magic trap (level 1-4, moderate, block)
Countermeasures (Difficult). A successful DC 12 Wisdom
This chamber’s floor is covered with pictographs, and the
(Perception) check alerts a creature to the clockwork and
walls are painted to resemble armored warriors standing
gears inside the armor, and a successful DC 12 Intelligence
behind shields.
(Investigation) check lets a creature figure out that the armor
Trigger (Mortal Sacrifice). Any creature killed in this area could animate if activated with vibrations from sound.
triggers the trap.
A creature next to a suit of armor can attempt a DC 12
Effect (Suggestion). The pictographs on the floor glow with Dexterity check using thieves’ tools, deactivating their
a soft light, and the trap attempts to implant a suggestion in mechanisms on a success. A check that totals 5 or less
the mind of creatures in the chamber. All creatures in the triggers the trap. Using a spell like silence to muffle sound can
chamber must make a DC 12 Wisdom saving throw. On a also work, but spellcasting within 20 feet of the armor will
failed save, a creature puts their weapons away and doesn’t trigger the trap.
engage in combat for 1 minute. Creatures that can’t be
charmed are immune to this effect. Rogue’s Bane, Minor
Casting dispel magic on a creature affected by the trap ends Mechanical trap (level 1-4, moderate)
the effect for that creature.
A poorly disguised tripwire is easily detected, but it is a
Countermeasures. A successful DC 15 Intelligence (Arcana, facade. The true trap is well hidden and set to go off if the
History, or Religion) check lets a creature identify the decoy is tampered with.
pictographs on the walls, alerting them to the trap. The
pictographs also have an aura of enchantment magic when Trigger (False Trigger). Disarming, or attempting to disarm,
viewed with detect magic. the false trigger triggers the real trap.
The trap can be disabled with dispel magic or by a spellcaster Effect (Random Trap). Randomly select another mechanical
that succeeds on a DC 12 spellcasting ability check. trap of the same or lower lethality and use its effect.
Countermeasures. A successful DC 12 Wisdom (Perception)
check reveals the false and real triggers. A successful DC 12
Intelligence (Investigation) check reveals the nature of the
trap and allows a creature to make a DC 12 Dexterity check
using thieves’ tools to disable the real trigger. On a success,
the real trap is disabled.
Effect (Elemental Blast). The glyph casts thunderwave. Each A wondrous item sits on display in the center of the
creature in a 15-foot cube centered on the triggering creature chamber, with a rune of detection inscribed on it. The floor of
must make a DC 20 Constitution saving throw. On a failed the chamber is comprised of several sections connected by
save, a creature takes 9 (2d8) thunder damage and is pushed 10 obscured hinges.
feet away from the triggering creature. On a successful save, Trigger (Touch Object). Touching the relic, even with a spell,
the creature takes half as much damage and isn’t pushed. activates the trap.
A creature that is pushed hits the spikes on the walls of the Effect (Drop Into Monster Lair). When the trap activates, the
room, suffering another 9 (2d8) piercing damage. room’s floor falls away, swinging down on hinges connected
In addition, unsecured objects that are completely within the to the walls. All creatures within the chamber must make
area of effect are automatically pushed 10 feet away from the a DC 20 Dexterity saving throw. On a successful save a
triggering creature, and the spell emits a thunderous boom creature is able to jump to safety or cling to the floor as it
audible out to 300 feet. goes vertical. On a failed save, the creature falls into the pit
and takes 17 (5d6) bludgeoning damage.
Countermeasures. A successful DC 20 Intelligence
(Investigation) check or casting detect magic reveals the glyph. The pit is the lair of 2 rust monsters, or some other
A successful DC 20 Intelligence (Arcana) check, or dispel appropriate creatures of CR ½ or lower.
magic cast on the glyph disables it. However, in most cases a Countermeasures (Difficult). A successful DC 20 Wisdom
creature would need to be within 10 feet of the monolith to (Perception) check reveals the rune on the object and the
detect or disable the glyph with an ability check. small gaps between each section of the floor. A successful
DC 20 Intelligence (Investigation) check reveals the nature
of the trap and allows a creature to attempt a DC 20
Intelligence (Arcana) check to disable the rune.
The rune can also be found with detect magic, and dispel magic
will disable the rune.
Perilous
Setback
Rune of Scorching Ray Effect (Falling Object). The slimed area is difficult terrain
and any creature that enters or starts its turn in the area
Hybrid trap (level 5-8, setback, harm) must succeed on a DC 10 Dexterity saving throw or be
A rune of detection glyph is written on the wall, floor, or restrained. As an action, a creature restrained by the slime
ceiling. When a creature gets too close, the rune activates a can make a DC 10 Strength (Athletics) check; if it succeeds it
hidden jet of flame. is no longer restrained.
Trigger (Creature Detector). A creature that gets within 20 Countermeasures (Sensitive). A successful DC 10 Wisdom
feet of the rune triggers the trap. (Perception) check reveals the pressure plate and ceiling
hatch and a successful DC 10 Dexterity check using thieves’
Effect (Elemental Blast). When activated, the rune releases a
tools disables the trap. A check with a total of 5 or lower
jet of flame from the hidden nozzle. The trap makes a ranged
triggers the trap.
attack against the triggering creature and up to two other
targets within 20 feet. These attacks have a +5 bonus and
deal 7 (2d6) fire damage each, and these attacks can’t gain
advantage or disadvantage.
28 Chapter Three | Level 5-8Traps
Trapdoor Pitfall, Lesser Glyph of Blazing Nuisance
Mechanical trap (level 5-8, setback, subdue) Magic trap (level 5-8, moderate, harm)
A 30-foot deep vertical shaft is hidden under a trapdoor, A glyph of warding (flaming sphere) is inscribed on the floor of
disguised to look like the rest of the floor. The trapdoor this room. If an open flame is created within or brought
covers a 5-foot square space and has a pressure plate into the chamber, it instantly leaps off its torch, escapes
embedded in it. from its lantern, or hops out of the campfire and becomes
Trigger (Pressure Plate). A creature that steps on the a flaming sphere.
trapdoor activates the pressure plate, causing the trap door Trigger (Produce Light/Darkness). If a creature creates or
to swing open. brings an open flame into the chamber, the trap is triggered.
Effect (Drop Into Empty Pit). The triggering creature must Effect (Spell Effect). When activated, the glyph casts
make a DC 10 Dexterity saving throw. On a success, the creature flaming sphere; a 5-foot-diameter sphere of fire appears in
is able to grab onto the edge of the pit. On a failure, the creature an unoccupied space next to the triggering creature. Any
falls into the pit and takes 11 (3d6) bludgeoning damage. creature that ends its turn within 5 feet of the sphere must
Countermeasures. A successful DC 10 Wisdom (Perception) make a DC 12 Dexterity saving throw. The creature takes 7
check reveals the pressure plate and a successful DC 10 (2d6) fire damage from the sphere on a failed save, or half as
Dexterity check using thieves’ tools disables the trap. much damage on a successful one.
Each round, on initiative count 10, the sphere moves up to
Level 5-8 Moderate 30 feet, always trying to stay next to the triggering creature.
If the sphere runs into a creature, that creature must make
These traps will probably harm characters of this level. the saving throw against the sphere’s damage, and the
sphere stops moving this turn.
Chest of Fumes The sphere can jump over barriers up to 5 feet tall and across
Mechanical trap (level 5-8, moderate, harm) pits up to 10 feet wide. The sphere ignites flammable objects
not being worn or carried, and it sheds bright light in a 20-
This well-adorned and locked chest contains something
foot radius and dim light for an additional 20 feet.
of value. A glass vessel containing a noxious concoction is
hidden in the lid and breaks open if the chest is unlocked by The sphere lasts until dispelled, or for 1 minute.
any means other than with its key. Countermeasures. A creature can find the glyph with a
Trigger (Wrong Key). Using the wrong key (such as a skeleton successful DC 12 Intelligence (Investigation) check or with
key), or successfully picking the lock triggers the trap. detect magic. A successful DC 12 Intelligence (Arcana) check,
or dispel magic, disables the glyph.
Effect (Poison Gas). When triggered, the glass vessel within
the lid breaks open and creates a 20-foot-radius sphere of
poisonous, yellow-green fog centered on the chest. The fog
spreads around corners. It lasts for 1 minute or until strong
wind disperses the fog, Its area is heavily obscured.
When a creature enters the fog’s area for the first time on a
turn or starts its turn there, that creature must make a DC
12 Constitution saving throw. The creature takes 14 (4d6)
poison damage on a failed save, or half as much damage on a
successful one.
Countermeasures. A successful DC 12 Wisdom (Perception)
or Intelligence (Investigation) check reveals the mechanism
in the lid that will release the vial. A successful DC 12
Dexterity check using thieves’ tools disables the trap.
Still Water
Mechanical trap (level 5-8, moderate, harm)
A large fountain takes up most of this room. The fountain is
10 feet wide, 20 feet long, and 2 feet deep. Coins and gems
litter the bottom of the fountain, but disturbing the water
releases 4 ice mephits.
Trigger (Disturb Liquid). Disturbing the water triggers
the trap.
Effect (Release Creatures). The ice mephits have made this
fountain their home. When the water is disturbed they
attack, trying to drive off intruders.
Countermeasures. Due to their False Appearance trait, the
mephits are almost impossible to spot under the water; they
appear as crystal clear shards of ice. However, they could
be detected with detect evil and good or with features like the
paladin’s Divine Sense.
d10 Behavior
1 The creature uses all its movement to move in a
random direction. To determine the direction,
roll a d8 and assign a direction to each die face.
The creature doesn’t take an action this turn.
2-6 The creature doesn’t move or take actions this turn.
7-8 The creature uses its action to make a melee
attack against a randomly determined creature
within its reach. If there is no creature within its
reach, the creature does nothing this turn.
9-10 The creature can act and move normally.
Effect (Elemental Blast). When activated, the glyph casts Trigger (Detect Magic). A creature that casts detect magic
burning hands as a 5th level spell. Each creature in a 15-foot within the chamber triggers the trap.
cone centered on the triggering creature must make a DC 17 Effect (Petrification). When triggered, the prism shatters
Dexterity saving throw. A creature takes 24 (7d6) fire damage and the smoke within surges towards the triggering creature
on a failed save, or half as much damage on a successful one. and down their airways. The creature must make a DC 20
The fire ignites any flammable objects in the area that aren’t Constitution saving throw. On a failed save, the creature is
being worn or carried. restrained as their flesh begins to harden and change into
ivory. On a successful save, the creature isn’t affected.
Countermeasures. A creature can spot the rune without
activating it with a successful DC 17 Intelligence A creature restrained in this way must make a DC 20
(Investigation) check; detect magic can also reveal the glyph. Constitution saving throw at the end of each of its turns. If
it successfully saves against this effect three times, the effect
With a successful DC 17 Intelligence (Arcana) check a creature ends for that creature. If it fails its save three times, it is turned
can disable the rune, but to do so they would need to be next to into a statue of ivory and petrified. The successes and failures
the glyph, activating it. Dispel magic can also disable the glyph. don’t need to be consecutive; keep track of both until the
creature collects three of a kind.
Level 5-8 Deadly The creature remains petrified until the effect is dispelled,
These traps will almost certainly kill characters of these levels. either with dispel magic or greater restoration, or after 1 hour. If
a creature is physically broken while petrified, it suffers from
Crushing Chamber similar deformities if it reverts to its original state.
Countermeasures (Difficult). A creature that succeeds on a
Mechanical trap (level 5-8, deadly, harm)
DC 20 Wisdom (Perception) check can find fragments of
The exit to the chamber or corridor is blocked by a locked stone in odd shapes scattered around the area, remnants
door, portcullis, or other removable barrier. On the wall next of petrified creatures. With a successful DC 20 Intelligence
to the exit are six small levers inset in the wall. They are all (Arcana) check, a creature understands the danger of the
in the down position. smoke inside the prism and how the trap is activated.
Trigger (Move Lever/Press Button). Moving any of the levers A spellcaster can disrupt the enchantment on the prism
except one to the up position triggers the trap. with a successful DC 20 spellcasting ability check or with
Effect (Crushing Ceiling/Walls). Any other exits to the dispel magic (DC 15).
chamber or corridor are suddenly blocked by a door,
portcullis, or other barrier. A grinding noise fills the area
the ceiling begins to drop down. The ceiling moves at a rate
of 1 foot per round at the end of the initiative order. Once
the surface reaches a creature’s space, they take 5 (1d10)
bludgeoning damage. If the surface is still moving on the
next turn, the creature is restrained and takes 10 (2d10)
bludgeoning damage. A third round spent being crushed
inflicts 20 (4d10) bludgeoning damage, the fourth and every
round thereafter inflicts 50 (10d10) bludgeoning damage and
then the surface retracts.
Countermeasures (Difficult). A successful DC 20 Wisdom
(Perception) check reveals the gap between the walls and the
ceiling. A successful DC 20 Intelligence (Investigation) check
reveals that one of the levers is far more worn than the rest,
indicating that it’s the correct lever while the rest are decoys.
The locked exit can also be opened with a successful DC 20
Dexterity check using thieves’ tools.
Perilous
Setback
Countermeasures (Difficult). With a successful DC 10 Trigger (Tension Cable). Lifting the scroll case puts tension
Wisdom (Perception) check, creatures can find evidence of the on the cable attached to it, triggering the trap.
animal around the room: things like fur, horns, broken pieces Effect (Blindness). Magical darkness fills a 15-foot-radius
of tack, and the like. Once found, a creature that succeeds on sphere around the scroll case. The darkness spreads around
a DC 10 Intelligence (Arcana) check realizes these are from corners. A creature with darkvision can’t see through this
polymorphed creatures and is aware of the trap. darkness, and non-magical light can’t illuminate it.
The statuette has an aura of transmutation magic when The darkness emanates from the scroll case and moves with it.
viewed with detect magic. With a successful DC 10 spellcasting Completely covering the case with an opaque object, such as a
ability check, a spellcaster can disrupt the enchantment bowl or a helm, blocks the darkness. If any of this effect’s area
on the statue, disabling the trap. Casting dispel magic on the overlaps with an area of light created by a spell of 2nd level or
statuette also disables the trap. lower, the spell that created the light is dispelled.
The darkness lasts for 10 minutes or until dispelled with
dispel magic.
Countermeasures (Sensitive). With a successful DC Trigger (False Trigger). Disarming or attempting to disarm
12 Wisdom (Perception) check, a creature can spot the the false trigger sets off the real trap.
sensitivity of the floor. A successful DC 16 Dexterity check Effect (Random). Randomly select a mechanical trap of the
using thieves’ tools disables the trap, but a check with a total same or lower lethality and use its effect
of 5 or less triggers the trap. Countermeasures (Difficult). A successful DC 12 Wisdom
(Perception) check reveals the false trigger. A successful DC
Manticore Statue 12 Intelligence (Investigation) check reveals its true nature. A
Mechanical trap (level 9-12, moderate, harm) successful DC 12 Dexterity check using thieves’ tools disables
the real trap.
A hideous, lifelike statue of a manticore fills this chamber.
Inside the statue’s mouth is a small button, just at the back
of the tongue. Scrap Room
Trigger (Move Lever/Press Button). Pressing the button Hybrid trap (level 9-12, moderate, harm)
triggers the trap. The room ahead is filled with scrap metal: piles of pewter
Effect (Dart). A barrage of 6 darts shoot from the creature’s plates, dozens of hollow steel poles leaned up against the
tail toward the triggering creature. The creature must make walls, and dented cages piled up high. The walls are dotted
a DC 12 Dexterity saving throw, taking 7 (3d4) piercing with inch-wide holes, and a rune of detection is inscribed on
damage and 7 (3d4) poison damage on a failed save, or half one wall.
as much of both on a successful one. Trigger (Musical/Auditory). Loud noises, such as knocking
Countermeasures (Difficult). The button is easy to spot, over a pile of junk, triggers the trap.
but with a successful DC 12 Wisdom (Perception) check a Effect (Elemental Blast). Each creature must make a DC 12
creature can find some darts scattered around the base of Dexterity saving throw, taking 21 (6d6) lightning damage on
the statue. A successful DC 12 Intelligence (Investigation) a failed save, or half as much on a successful one.
check reveals the hidden mechanisms in the statue, and Countermeasures. Creatures moving through the area or
allows a creature to attempt a DC 12 Dexterity check while taking actions within it must succeed on a DC 12 Dexterity
using thieves’ tools to disable the trap. (Stealth) check or trigger the trap.
A creature can find the rune with detect magic or a successful
DC 12 Wisdom (Perception) check. Once found, a creature
can disable the rune with dispel magic or a successful DC 12
Intelligence (Arcana) check.
Font of Fire Effect (Wall of Fire). When activated, the glyph casts wall
of fire, creating a wall of flames on the floor around the
Mechanical trap (level 9-12, dangerous, harm) triggering creature. The flames form a ringed wall 20 feet in
A small spout is nestled in the wall, hidden from all but diameter, 20 feet high, and 1 foot thick. The wall is opaque and
close inspection or keenest perception. When triggered, lasts for 1 minute or until dispelled with dispel magic (DC 14).
the spout sprays a gout of flame. A pressure plate is When the wall appears, each creature within its area must
concealed near the spout. make a DC 15 Dexterity saving throw. On a failed save, a
Trigger (Pressure Plate). When a Medium sized creature or creature takes 22 (5d8) fire damage, or half as much damage
larger steps on the pressure plate, the trap activates. on a successful save.
Effect (Elemental Blast). Highly flammable oil blasts forth The interior of the wall deals 22 (5d8) fire damage to each
from a spout on the wall and ignites, creating a 15-foot-cone creature that ends its turn within 10 feet of that side or
of fire centered on the triggering creature. All creatures in inside the wall. A creature takes the same damage when it
the area must make a DC 15 Dexterity saving throw, taking enters the wall for the first time on a turn or ends its turn
31 (9d6) fire damage on a failed save, or half as much on a there. The other side of the wall deals no damage.
successful one.
Effect (Elemental Blast). The crystal fires a beam of searing Trigger (Draw Weapon). If a weapon is unsheathed
light at triggering creatures. It makes a ranged attack with a within the temple or if a weapon is drawn in the area, the
+10 bonus, dealing 66 (12d10) radiant damage if it hits. shambling mound rises and attacks.
Countermeasures. A creature that succeeds on a DC 17 Effect (Release Creatures). The shambling mound is
Intelligence (History or Religion) check recognizes the dedicated to preserving peace in the temple and only attacks
crystal and understands the trap. Detect magic reveals an aura the triggering creature. If that creature sheathes their
of evocation magic around the crystal. weapon, the shambling mound returns to the corner and
settles down.
A spellcaster can disrupt the enchantment on the crystal
with a successful DC 17 spellcasting ability check; dispel magic Countermeasures. A creature that succeeds on a DC 17
(DC 15) also disables the trap. Intelligence (Nature) check recognizes the mound as a plant
creature, and a creature that succeeds on a DC 17 Wisdom
(Insight) check understands that the paintings are probably
Cube of Encaging an admonition against violence in the vicinity.
Mechanical trap (level 9-12, perilous, block)
The exit from this chamber is blocked by a metal cube, 4 feet Invisible Barricade
on a side. The sides of the cube look like panels that could be Magic trap (level 9-12, perilous, block)
opened, though they seem to be bolted shut. Each side has a
circular groove on it. Faded and moth-eaten paintings line this portrait gallery.
The only painting that has retained its lustre is that of a
Trigger (Weight Sensitive Surface). Pressing against the cube stern-looking woman clothed in furs and wearing a crown of
to move it triggers the trap; it can be triggered up to steel barbs. A glyph of warding (wall of force) is concealed in the
six times (once for each side of the cube). Triggering a painting’s frame.
side from a distance allows a character to push the cube
without being trapped. Trigger (Pass Area). A creature passing in front of the
painting triggers the trap.
Effect (Cage). The triggering creature must succeed on a
DC 17 Dexterity saving throw or be restrained by a metal Effect (Spell Effect). When activated, the glyph casts wall
hemisphere that closes around the creature from the cube. of force. An invisible wall of force springs into existence
A creature outside the metal hemisphere can retract it with extending from the painting to the far wall as a horizontal
a successful DC 17 Dexterity check using thieves’ tools, or a barrier. The wall is 1/4 inch thick and lasts for 10 minutes. If
creature can burst out with a successful DC 17 Strength check. the wall cuts through a creature’s space when it appears, the
creature is pushed to a random side of the wall.
Countermeasures. A successful DC 17 Wisdom (Perception)
check reveals the mechanisms hidden in the cube, and a Nothing can physically pass through the wall. It is immune
successful DC 17 Dexterity check while using thieves’ tools to all damage and can’t be dispelled by dispel magic. A
disables them. disintegrate spell destroys the wall instantly, however. The
wall also extends into the Ethereal Plane, blocking ethereal
travel through the wall.
Countermeasures. A creature that succeeds on a DC 17
Intelligence (History) check recognizes the painting and
understands the trap. With a successful DC 17 Intelligence
(Investigation) check, or with detect magic, a creature can find
the glyph without triggering the trap.
Once found, the glyph can be disabled with dispel magic or a
successful DC 17 Intelligence (Arcana) check.
Countermeasures (Difficult). A creature that succeeds on When viewed with detect magic, the statues have an aura of
a DC 20 Wisdom (Perception) check spots the trapdoor in evocation magic. Casting dispel magic (DC 16) on the statues
front of the door, and with a successful DC 20 Intelligence disables the trap. The status can also be destroyed (AC 17, 20
(Investigation) check they can understand the trap. hit points, immunity to poison and psychic damage), which
disables the trap as well.
Once understood, the trap can be disabled with a successful
DC 20 Dexterity check using thieves’ tools.
Perilous
Setback
Deadly
Level 13-16 Moderate The net has AC 10 and 20 hit points. Dealing 5 slashing
damage to the net (AC 10) destroys a 5-foot-square section
These traps will probably harm characters of this level. of it, freeing any creature trapped in that section.
Countermeasures. A creature that succeeds on a DC 12
Burning Combination Wisdom (Perception) check spots the mechanisms attached
Hybrid trap (level 13-16, moderate, harm) to the stand; with a successful DC 12 Dexterity check using
thieves’ tools, a creature can disable the trap.
On the floor of this circular room are four pedestals and in
the center is a wooden crate containing four items; a set of A creature can attempt to replace the staff with something
manacles, an iron shovel, an oil lamp, and a glass prism. The of equal weight. To attempt this, a creature makes a DC 12
only other exit from the chamber is a locked portcullis. A Intelligence (Perception) check to estimate the weight of the
rune of detection is worked into the floor of the room. staff, then a DC 12 Dexterity (Sleight of Hand) check to make
the switch; failure on either check triggers the trap.
Trigger (Wrong Combination). If the objects are placed in
the correct order (manacles in the north, shovel to the east,
lamp to the south, prism to the west), the portcullis opens. Chandelier Drop
Otherwise, the trap activates. Hybrid trap (level 13-16, moderate, block)
Effect (Falling Objects). Burning coals fall from the ceiling This room is decorated in a highly gothic fashion, featuring a
around the pedestals. Each creature within 10 feet of a large, vicious-looking steel chandelier covered in barbs and
pedestal must make a DC 12 Dexterity saving throw. On a spikes. The chandelier is not suspended from the ceiling but
failure, a creature takes 14 (4d6) bludgeoning damage and from chains connected to the walls.
14 (4d6) fire damage. On a success, a creature takes half the Trigger (Pass Area). A creature that passes directly beneath
bludgeoning damage, and none of the fire damage. the chandelier steps on a pressure plate, opening a trapdoor.
Countermeasures. Clues to the correct order for the items Effect (Teleporting Drop). The 10-foot square trapdoor
are scattered around the room as part of the decorations; a opens, revealing a 20-foot deep pit with a portal at the
creature that succeeds on a DC 12 Wisdom (Insight) check bottom. An identical portal appears on the ceiling, the
can deduce the proper sequence. chandelier in between.
The rune can be found with a DC 12 Wisdom (Perception) check Creatures on the trapdoor when it opens must succeed on a
or with detect magic. Once found, the rune can be disabled with DC 12 Dexterity saving throw or fall into the pit. A creature
dispel magic or a successful DC 12 Intelligence (Arcana) check. who falls into the pit passes through the bottom portal, out the
The portcullis is firmly locked down; only a successful DC 20 ceiling portal, through the chandelier, and into the pit again,
Dexterity check using thieves’ tools will release it. looping through the portals each round. Each time a creature
falls through the chandelier they take 3 (1d6) slashing damage.
This damage increases by 3 (1d6) for each time a creature has
passed through the chandelier (1d6 the first time, 2d6 the
second, 3d6, the third, etc…).
Hiding Horn
Magic trap (level 13-16, moderate, hinder)
The mouthpiece to a large horn extends out from the wall
of this room. When blown, the horn curses its user with
invisibility.
Trigger (Musical/Auditory). A creature that blows the horn
triggers the trap.
Effect (Invisibility). The creature blowing the horn must
make a DC 12 Constitution saving throw or become invisible
for 8 hours or until dispelled (dispel magic DC 16). Anything
the creature is wearing or carrying is invisible as long as it is
on the target’s person.
Countermeasures. The horn has an aura of illusion magic
when viewed with detect magic. A creature that succeeds on a
DC 12 Intelligence (History) check recognizes the writings and
etchings on the horn and understands the danger of the trap.
A spellcaster can disrupt the enchantment on the horn with
a successful DC 12 spellcasting ability check; dispel magic (DC
16) also disables the trap.
Mechanical trap (level 13-16, moderate) Effect (Snare). A thorned vine attached to a mechanical arm
whips around the triggering creature. The triggering creature
A poorly disguised tripwire is easily detected, but it hides the must succeed on a DC 12 Dexterity saving throw or take 33
real trap that is set to go off if the decoy is tampered with. (6d10) slashing damage and be restrained until it is freed.
Trigger (False Trigger). Disarming or attempting to disarm The vine has AC 11, 10 hit points, resistance to bludgeoning
the false trigger sets off the real trap. damage, and vulnerability to fire and slashing damage.
Effect (Random). Randomly select a mechanical trap of the At the beginning of each of its turns, a creature restrained
same or lower lethality and use its effect. by the snare takes an additional 11 (2d10) slashing damage.
A creature restrained by the snare can free themselves with
Countermeasures (Difficult). A successful DC 12 Wisdom
a successful DC 12 Strength (Athletics) check, or they can be
(Perception) check reveals the false trigger. A successful DC
free by another creature that succeeds on a DC 12 Strength
12 Intelligence (Investigation) check reveals its true nature. A
(Medicine) check.
successful DC 12 Dexterity check using thieves’ tools disables
the real trap. Countermeasures. A successful DC 12 Wisdom (Perception)
check reveals the snare and a successful DC 12 Dexterity
Silver Serpent check using thieves’ tools disables the trap.
Spider Architects
Mechanical trap (level 13-16, dangerous, harm)
The chamber ahead is filled with darkness and a soft
pattering, like pieces of plaster or stone falling to the floor,
echoes throughout. Skittering around the place are hundreds
of tiny spiders, their webs marking every surface.
Trigger (Produce Flame). The ceiling is held up by a thin,
flammable spider web. Bringing a flame beneath the web
causes it to burn away and trigger the trap.
Perilous
9-10 5 Font of Flame 74 69-70 5 Searing Spikes 82
Setback
49-50 5 Join Me 79
51-52 6 Poisoned Path 79
53-54 7 Run For Your Life 80
55-56 8 Seal of Embers 80
57-58 9 Sticky Situation 80
59-60 10 Violence Cage 80
Acid Lock
Mechanical trap (level 17-20, dangerous, harm)
This sturdy adamantine door has an incredibly intricate
locking mechanism made of burnished metal. Although
dented in places, the door looks incredibly sturdy.
Trigger (Use Wrong Key). Using the wrong key for the lock
triggers the trap.
Effect (Acid Blast). Acid blasts out from the lock over
the triggering creature. The creature must make a DC 15
Constitution saving throw, taking 82 (15d10) acid damage on
a failed save, or half as much on a successful one.
Countermeasures. A successful DC 15 Wisdom (Perception)
check reveals the trigger, and a successful DC 15 Dexterity
check using thieves’ tools disables the trap.
Effect (Cage). Bars shoot up from the floor around the Trigger (Tripwire). A creature that breaks the tripwire alerts
broken section of wall in a 10-foot ring, creating a floor-to- the lurking elementals.
ceiling cage. Any creatures caught in the area when the trap Effect (Release Creatures). The well is home to 2 water
is triggered must succeed on a DC 20 Dexterity saving throw elementals who erupt from the well and attack all other
or become trapped in the cage. creatures. If reduced to 0 hit points, the elementals collapse
The bars are made of adamantine and enchanted and slowly into small puddles. They will not leave the area and return to
begin to cool down to a freezing temperature. Any creature dormancy after 24 hours.
that starts their turn within 5 feet of the cage takes 11 (2d10) Countermeasures. A successful DC 20 Intelligence (Arcana
cold damage. This damage increases by 2d10 each round. or Nature) check or Wisdom (Survival) check reveals clues
Breaking the cage requires a successful DC 20 Strength that the water coming from the well is behaving strangely,
check. With a successful DC 20 Dexterity check, a creature indicative of an elemental.
can make the bars retract.
Countermeasures (Difficult). A successful DC 20 Wisdom
Snicker Snack
(Perception) check reveals the hidden mechanisms in the Hybrid trap (level 17-20, deadly, harm)
fake wall and floor. A creature that succeeds on a DC 20 A magnificent marble archway stands in the center of this
Intelligence check with mason’s tools can also spot the otherwise empty room. Looking through the archway reveals
falseness of the wall. a forest that cannot otherwise be seen beyond it. A rune of
Once discovered, a successful DC 20 Intelligence detection is worked into the design on the keystone of the arch.
(Investigation) check reveals the nature of the trigger, and Trigger (Pass Threshold). Passing through the archway
allows a creature to disable the trap with a successful DC 20 triggers the trap.
Dexterity check using thieves’ tools.
Effect (Swinging Object). When activated, the rune releases a
greatsword of sharpness that slashes at the triggering creature.
Log Ride The sword makes a melee attack with a +12 bonus, dealing 100
Mechanical trap (level 17-20, deadly, harm) (20d6 + 30) magic slashing damage if it hits. If the sword rolls
A 50-foot-deep, 15-foot-wide chasm lies ahead. A pressure a 20 on the attack roll, the triggering creature takes an extra
plate at the edge of the chasm activates a swinging log 14 (4d6) slashing damage. The sword then rolls another d20. If
designed to knock any creatures in its path into the chasm. it rolls a 20, it lops off one of the target’s limbs, with the effect
However, clever creatures may use the swinging log to cross. of such loss determined by the GM. If the creature has no limb
to sever, the sword lops off a portion of its body instead.
Trigger (Pressure Plate). A creature that steps on the
pressure plate triggers the trap. Countermeasures. The rune can be found with a successful
DC 20 Wisdom (Perception) check or with detect magic. Once
Effect (Swinging Object). A massive log attached to the found, it can be disabled with a successful DC 20 Intelligence
ceiling swings toward the edge of the chasm. All creatures (Arcana) check; dispel magic also disables the trap.
within 15 feet of the edge of the chasm must make a DC
20 Dexterity saving throw. A creature that fails takes 70
(20d6) bludgeoning damage and falls into the chasm, taking
an additional 17 (5d6) bludgeoning damage. On a success,
a creature takes 35 (10d6) bludgeoning damage and is
launched to the other side of the chasm.
Countermeasures (Sensitive). A successful DC 20 Wisdom
(Perception) check reveals the pressure plate and a successful
DC 15 Wisdom (Perception) check reveals the log. The trap
can be disabled with a successful DC 20 Dexterity check using
thieves' tools, but a result of 10 or lower triggers the trap.
Effect (Teleport). The triggering creature must succeed on a Trigger (Auditory/Musical). A creature can make a DC 20
DC 20 Charisma saving throw or be teleported somewhere Charisma (Performance) check to identify the various bits of
else in the dungeon or area, usually a prison of some kind. music on the wall and play one. On a success, the door opens;
a failure triggers the trap.
Countermeasures. A creature that succeeds on a DC 20
Intelligence (Religion) check recognizes the text and Effect (Release Creatures). The statue animates, becoming a
understands the nature of the trap. When viewed with detect young black dragon that attacks all other creatures in the
magic, the stairs have an aura of conjuration magic. area. If reduced to 0 hit points, the dragon crumbles to dust. It
will not leave the area, and after 24 hours it returns to stone.
A spellcaster can disrupt the enchantment on the stairs with
a successful DC 20 Intelligence (Arcana) check; dispel magic Countermeasures. A creature that succeeds on successful DC
(DC 19) also disables the trap. 20 Intelligence (History or Performance) check knows about
the dragon statue and understands the trap. The statue has
an aura of abjuration magic when viewed with detect magic.
Unworthy A spellcaster can disrupt the enchantment on the statue with
Mechanical trap (level 17-20, deadly, block) a successful DC 20 spellcasting ability check; dispel magic (DC
Portraits of undead nobles or royalty hang on the walls, 19) also disables the trap.
each resting in immaculate white frames of fused bone. One
portrait is covered by a red velvet curtain and attached to it
is a twisted black rope.
Trigger (Pull Rope/Chain). Pulling the rope triggers the trap.
Effect (Drop Into Monster Lair). The floor below the portrait
swings open, revealing a 10-foot wide hole and a drop of 20
feet. A creature standing above the trapdoor must succeed
on a DC 20 Dexterity saving throw or fall, taking 70 (20d6)
bludgeoning damage.
At the bottom of the pit is a 30-foot square chamber. Inside
it is a stone golem, carved to resemble a minotaur skeleton.
The golem attacks any creature that falls into the pit.
Countermeasures. A successful DC 20 Wisdom
(Perception) check reveals the trapdoor, and a
successful DC 20 Dexterity check using thieves’ tools
disables the trap.
29-32 5-6 Passageway Piercing 92 trapdoor, making one attack against each creature in the
area: +5 attack bonus; 2 (1d4) piercing damage on a hit.
33-36 7-8 Fire Down Below 92
Dynamic Elements. A creature that starts its turn on the
37-40 9-10 Gassy Gargoyles 93 slide moves 30 feet down it, towards the pit. The distance
the creature moves increases by 30 feet each time it starts its
41-44 1-2 Trapdoor Floor 94 turn on the slide.
45-48 3-4 The Tenderizer 94 Constant Elements. Creatures are subjected to a shower of
Level 9-12
crossbow bolts while on the slide and drop into the pit when
49-52 5-6 Slip-n-Slide 95
they hit the bottom.
53-56 7-8 Perilous Prisms 96 • Hail of Bolts. Any creature that ends its turn in the
57-60 9-10 Flooding Chamber 96 Hidden Bolts’ area is targeted by a ranged attack: +5
attack bonus; taking 2 (1d4) piercing damage on a hit.
61-64 1-2 Rats in a Maze 97
• Into the Pit. A creature that reaches the bottom of the
65-68 3-4 Crazy Kitchen 97
Level 13-16
85-88 3-4 Necessary Weevil 101 trigger the trap with a successful DC 10 Wisdom (Perception)
check. Once found, the trigger can be disabled with a
89-92 5-6 Storm’s Run 102
successful DC 10 Dexterity check using thieves’ tools.
93-96 7-8 Free Falling 102 Stairs to Slide. A creature can try to make the slide revert
97-100 9-10 Melting Pot 103 back to stairs with a successful DC 10 Dexterity check using
thieves’ tools.
Stair Slide Open the Pit. A creature can climb out of the pit with a
successful DC 10 Strength (Athletics) check. The trap doors can
Mechanical trap (level 1-4, setback, harm) be closed with a successful DC 10 Strength check; the doors
A 200-foot long, 10-foot wide staircase leads up from one lock together. A creature that fails this check falls into the pit.
floor to the next. 120 feet from the bottom of the stairs is a
Hidden Bolts. Creatures who succeed on a DC 10 Wisdom
pressure plate that turns the stairs into a slide. Creatures on
(Perception) check find the holes in a 5-foot section of wall
the stairs slide down and into the path of bolts fired from
from which the bolts fire. They can then plug these holes
holes in the walls. Once they reach the bottom of the stairs,
with cloth or something similar as an action. Plugging the
they are deposited into a pit.
holes prevents the bolts from firing in that area.
Trigger (Weight Sensitive Surface). Two or more Medium
or larger creatures standing on the steps past the 120-foot
mark triggers the trap.
Dynamic Elements. The blade becomes more dangerous the Trap Door Opens (Initiative 20). This element activates only
longer the trap remains active. once, the first time the trap acts.The trap door unlocks and
swings open, locking into place. A creature standing on the
Blade Accelerates. The blade moves with increasing speed. trap door must succeed on a DC 15 Dexterity saving throw or
Each time the trap acts, Scything Blade’s damage increases slide down a 30-foot long ramp, taking 3 (1d6) bludgeoning
by 2 (1d4) to a maximum of 10 (4d4). damage and landing prone in the chamber beneath.
Constant Elements. The Scything Blade slashes creatures in Grasping Vine (Initiative 20). A vine whips out from the
front of it. trap door toward the triggering creature. It must succeed on
Scything Blade. Any creature that ends its turn in a 10-foot a DC 15 Dexterity saving throw or take 3 (1d6) bludgeoning
line in front of the blade must make a DC 12 Dexterity saving damage and be restrained until it is freed.
throw, taking the blade’s current damage, or half as much on Dynamic Elements. A creature that ends its turn while
a success. restrained by the vine is pulled 30 feet down a slope into the
Countermeasures. The trap’s trigger and active element can chamber with the stirges. The vine then releases them.
be thwarted by particular countermeasures. Constant Elements. The chamber is home to 4 stirges who
Pressure Plate (Sensitive). A successful DC 12 Wisdom attack creatures dragged in by the vine. The stirges do not
(Perception) check reveals the pressure plate, and a leave the chamber on their own.
successful DC 12 Dexterity check while using thieves’ tools Countermeasures. The trap’s trigger and the snare can be
disables it, preventing the trap from activating. However, if thwarted by particular countermeasures.
the Dexterity check totals 5 or less the trap activates.
Trigger. A successful DC 15 Wisdom (Perception) check
Scything Blade. Characters can smash the blade, damage reveals the sensitivity of the trapdoor; it can be disabled
its components, or discern how to avoid it. with a successful DC 15 Dexterity check using thieves’ tools.
Intelligence (Investigation), DC 12. As an action, a creature that A success on this check also unlocks the trapdoor
can see the blade can attempt an Intelligence (Investigation) Grasping Vine. A successful DC 15 Strength (Athletics) check
check. A successful check means that the creature has allows a creature snared by the vine to escape. The snare can
learned how to anticipate the blade’s movement, giving also be cut; it has AC 15, 15 hit points, immunity to poison and
them advantage on the next Dexterity saving throw psychic damage, and vulnerability to fire damage.
made by the creature to avoid the blade while they aren’t
incapacitated.
Attack. A creature in the area can ready an attack to strike at
the blade as it passes by. The creature has disadvantage on
its next Dexterity saving throw made to avoid the blade. The
creature then attacks. The blade has AC 15, 15 hit points, and
immunity to poison and psychic damage.
Dexterity check using thieves’ tools, DC 12. Creatures can use
thieves’ tools in the blade’s area to foil its mechanism. A
successful check stops the blade from activating.
Stab in the Dark Trigger. The spilling of blood within the chamber triggers
the trap.
Hybrid trap (level 5-8, setback, harm)
Initiative. The trap acts on Initiative 20 and 10.
This low-ceilinged chamber is warded by a magical charm
that triggers a trap when creatures talk inside. When Active Elements. The Hourglass locks the doors and cursed
triggered, creatures within the chamber are blinded by a sand begins to pour into the chamber.
flash of light from a lantern in the middle of the ceiling, Locked Doors (Initiative 20). This effect activates only
while spears stab down repeatedly. once, the first time the trap acts. The exits and entrances to
Trigger. Talking in this chamber triggers the trap. this room slam together and lock shut.
Initiative. The trap acts on Initiative 20 and 10. Falling Sand (Initiative 10). A sliding plate in the ceiling
withdraws and sand begins to pour into the room through a
Active Elements. Stab in the Dark attempts to magically blind
5-foot wide hole. Creatures in the area must make successful
the creatures within and stab them with repeating spears.
Dexterity saving throws at the beginning of their turns to
Blindness (Initiative 20). All creatures within the chamber stay atop the sand. The DC starts at 12 and increases by 2 at
must succeed on a DC 10 Constitution saving throw or the end of each round.
become blinded. A blinded creature can repeat the saving
throw at the end of its turn, ending the effect on itself on A creature that fails one saving throw is buried up to their
a success. A creature who succeeds on the saving throw is knees and restrained. On their next saving throw, if the
immune to the magical blindness for 1 minute. creature succeeds they dig themselves out and are no longer
restrained; if they fail they are buried waist-deep and
Spears (Initiative 10). Spears stab down from hidden holes in remain restrained.
the ceiling of the chamber. Each creature in the chamber must
make a DC 10 Dexterity saving throw, taking 3 (1d6) piercing A creature buried waist-deep must make a Strength saving
damage on a failure, or half damage as much on a success. throw at the beginning of their turn, using the current save
DC of the trap. If they succeed they dig themselves free
Constant Elements. The Stabbing Spears affect each creature
of the sand and if they fail they are buried to the neck and
that ends its turn in the chamber.
immobilized. On their next turn, the creature is completely
Spears. Any creature that ends its turn in the chamber must buried and starts suffocating.
make a DC 10 Dexterity saving throw, taking 3 (1d6) piercing
As an action, a creature can dig out another creature with
damage on a failure, or half damage as much on a success.
a successful Strength (Athletics) check against the current
Countermeasures. The trigger and Active Elements of the save DC of the trap. Spells like freedom of movement or
trap can be thwarted by particular countermeasures. movement modes like burrow can also allow creatures to
Trigger. The lantern on the room’s ceiling has an aura of freely move through the sand.
abjuration and necromancy magic when viewed with detect Dynamic Elements. The Falling Sand becomes harder and
magic. A creature that succeeds on a DC 10 Intelligence harder to avoid over time.
(Investigation) check while examining the lantern can
find some strange sigils on it, and with a successful DC 10 Avalanche of Grains. Each time the Falling Sand activates,
Intelligence (Arcana) check they understand the trap. the DC of the saving throws made to avoid becoming buried
or dig creatures out increases by 2. The DC for ability checks
A spellcaster can disrupt the enchantment on the lamp with
to unlock or push open the locked doors also increases in
dispel magic or with a successful DC 10 spellcasting ability check.
this way.
Spears. The easiest way to avoid the spears is to drop
Constant Elements. The Falling Sand is cursed to age any
prone, as they are not long enough to reach the floor of the
creature that ends its turn buried within it.
chamber. Alternatively, a character can ready an action
to snap the spears when they stab down. The creature Sands of Time. A creature that ends its turn immobilized
makes its Dexterity saving throw against the spears with by the Falling Sand must succeed on a DC 12 Wisdom saving
disadvantage. After they have taken damage, they can snap throw or be aged by 1d10 years.
the spear with a successful DC 10 Strength check. This makes
one 5-foot square of the room safe from the Spears element.
Chapter Seven | Complex Traps 91
Countermeasures. The trigger and active elements of the Barrier. A successful DC 15 Strength check is enough to lift
trap can be thwarted by particular countermeasures. the barrier high enough for a Medium or smaller creature to
Trigger. A creature can spot the gaps around the sliding crawl beneath. The barrier can also be destroyed; it has AC
plate with a successful DC 12 Wisdom (Perception) check. 15, 50 hit points, immunity to poison and psychic damage,
The skull sigil has an aura of abjuration magic when viewed and vulnerability to fire damage.
with detect magic and a creature that succeeds on a DC 12 Bolts. A creature within 5 feet of the concealed ballista can
Intelligence (Religion) check understands the nature of the disable it after 3 rounds of successful ability checks.
trap. The sigil can be disabled with dispel magic or a successful • Round 1: As an action, the creature can locate the
DC 12 spellcasting ability check made by a spellcaster. concealed ballista with a successful DC 15 Intelligence
Open the Doors. The doors’ lock has been enhanced with (Investigation) check.
arcane lock, which can be found with detect magic. As an action, a • Round 2: As an action, the creature can break away the
creature can pick the lock on the doors with a successful DC 12 concealing plaster with a successful DC 15 Strength check.
Dexterity check using thieves’ tools. The doors can be pushed
open as an action with a successful DC 12 Strength check. • Round 3: As an action, the creature can disable the
ballista with a successful DC 15 Dexterity check using
Block the Sand. Characters who can reach the ceiling of the thieves’ tools.
chamber can stop the Falling Sand in the following ways:
Slide the Plate. A creature that succeeds on a DC 12 Intelligence
(Investigation) check finds a way to unlock the plate, making
Fire Down Below
it slide back and separate the two chambers. Mechanical trap (level 5-8, perilous, harm)
Replace the Plate. A creature can block the hole in the A trapdoor on the floor of the chamber hides a 20-foot-deep
chamber’s ceiling by replacing the plate. As an action, a pit, at the bottom of which are jets of fire.
creature within 5 feet of the hole can block the hole until Trigger. A creature that steps on the trapdoor activates the
the start of their next turn with a shield or similar object by pressure plate, making it swing open.
succeeding on a DC 12 Strength check. Any conjured barrier Initiative. The trap acts on initiative 20 and 10.
that covers the hole also stops the Falling Sand.
Active Elements. Fire Down Below includes a drop and jets
Passageway Piercing of fire.
Drop (Initiative 20). This element activates only once, the
Mechanical trap (level 5-8, dangerous, harm)
first time the trap acts. The triggering creature must make a
This trap is triggered by a tripwire set half-way down the DC 17 Dexterity saving throw. On a success, the creature is
corridor. A repeating ballista hidden in the wall at the end able to grab onto the edge of the pit. On a failure, the creature
of a 5-foot wide, 100-foot long corridor fires upon creatures falls into the pit and takes 7 (2d6) bludgeoning damage.
that trigger the trap, while a barrier drops to block the exit.
Flames (Initiative 10). Each creature in the pit must make
Trigger. Tripping the wire triggers the trap. a DC 17 Dexterity saving throw. A creature takes 14 (4d6) fire
Initiative. The trap acts on initiative 20, 10, and 5. damage on a failure, or half as much on a success.
Active Elements. The Passageway Piercing fires ballista bolts Constant Elements. The constant flames turn the pit into
down the corridor and drops a wooden barrier across its exit. an oven.
Barrier (Initiative 20). This element only activates one, Heat Exhaustion. A creature that ends its turn in the pit
the first time the trap acts. A 1-foot thick wooden barrier must succeed on a DC 17 Constitution saving throw or gain
drops down from the ceiling 10 feet in front of the corridor’s 1 level of exhaustion. Creatures wearing medium or heavy
exit. A creature within 5 feet of the barrier can make a DC armor, or who are clad in heavy clothing, have disadvantage
15 Dexterity saving throw. On a success, the creature can on this saving throw. Creatures with resistance or immunity
choose which side of the barrier they end up on; on a failure, to fire damage automatically succeed on this saving throw,
they must remain where they are. as do creatures normally adjusted to hot climates.
Bolts (Initiative 10 and 5). A concealed ballista fires down Countermeasures. A successful DC 17 Wisdom (Perception)
the hallway. The first creature in the corridor is targeted by an check reveals the pressure plate and a successful DC 17
attack: +8 attack bonus; 16 (3d10) piercing damage on a hit. Dexterity check using thieves’ tools disables the trap.
Countermeasures. The trigger and active elements of the
trap can be thwarted by particular countermeasures.
Trigger (Sensitive). A successful DC 15 Wisdom
(Perception) check reveals the tripwire, and a successful DC
15 Dexterity check using thieves’ tools disables the trap.
Additional Debris. After it activates, the damage from Sleep Gas (Initiative 20). Each creature in the chamber
Falling Objects increases by 3 (1d6) to a maximum of 14 must succeed on a DC 12 Constitution saving throw or
(4d6). While its damage is 7 (2d6) or greater, it acts on fall asleep for 1 minute. Creatures put to sleep in this way
initiative count 20 and 10. There are portals above every remain unconscious until the effect ends, the sleeper takes
5-foot square of the room’s floor, but only some of them damage, or someone uses an action to shake or slap the
open up at a time, depending on how much damage this sleeper awake. Undead, constructs, and creatures that don’t
effect deals. need to sleep aren’t affected by this effect.
Constant Elements. The Falling Objects affects any creature A creature that succeeds on the saving throw is immune to
that ends its turn in the chamber. the Sleep Gas for 1 hour.
Falling Objects. Any creature that ends its turn in the Animated Objects (Initiative 10). The tools around the
chamber must make a saving throw against the Falling room animate and attack creatures that are not unconscious.
Objects effect. The trap animates 4 objects, and each object makes one
attack against a random target: +6 attack bonus, 7 (2d6)
slashing damage on a hit.
Countermeasures. The trigger and active elements of the Dynamic Elements. Tampering with the kraken idol increases
trap can be thwarted by particular countermeasures. the trap’s power.
Trigger (Sensitive). A successful DC12 Wisdom (Perception) Kraken Idol. Each successful ability check made to disable
check reveals the tripwire, and a successful DC 12 Dexterity the statuette increases the damage of the Illusory Tentacles by
check using thieves’ tools disables the trap. 5 (1d10) and increases the DC of the Wisdom saving throw to
resist the Kraken Fear by 1.
Sleep Gas. The vat producing the sleep-inducing gas can be
deactivated by a creature within 5 feet of it. As an action, the Constant Elements. The Kraken Fear and Illusory Tentacles
creature can locate magic runes on the vat with a successful affect each creature that ends its turn within 30 feet of the
DC 15 Intelligence (Investigation) check. The creature can kraken idol
then dispel those runes with dispel magic (DC 15); as an action, Kraken Fear. Any creature that ends its turn within 30 feet
a creature can also disrupt the runes with a successful of the kraken idol must make a saving throw against the
DC 12 Intelligence (Arcana) check. Once the vat has been Kraken Fear, unless they are immune.
deactivated, the trap ends. Illusory Tentacles. Any creature that ends its turn within
Animated Objects. Each object can be destroyed by 30 feet of the kraken idol is targeted by an attack: +8 attack
attacking it (AC 12; 12 hit points; immunity to poison and bonus; 5 (1d10) psychic damage on a hit.
psychic damage) or by casting dispel magic on it. Characters Countermeasures. The trigger and active elements of
can take the Dodge action to give the objects disadvantage the trap can be thwarted by particular countermeasures.
on attack rolls against them. Additionally, creatures can escape the trap by locating a
secret door.
Aspect of the Kraken Trigger. A creature that succeeds on a DC 15 Intelligence
Magic trap (level 13-16, dangerous, harm) (Religion) check recognizes the kraken statuette and
In the center of this chamber is a plinth with a kraken understands the danger of the trap. The statuette also has
statuette atop it. When a weapon is drawn in the chamber, an aura of illusion magic when viewed with detect magic. A
the statuette creates an illusory kraken that induces fear in spellcaster can disrupt the enchantment on the statuette
nearby creatures. Additionally, the illusory tentacles attack, with a successful DC 15 spellcasting ability check; dispel magic
dealing psychic damage to creatures they hit. Creatures can DC (DC 16) also disables the trap. This can be done before or
leave through the door they entered, or search for a secret after the trap activates.
door which allows them to progress. Kraken Ilusion. Once activated, the illusory kraken can be
Trigger (Draw Weapon). Drawing a weapon or bringing an dispelled with dispel magic (DC 16). A creature that succeeds
unsheathed weapon into the chamber triggers the trap. on a DC 15 Intelligence (Investigation) check recognizes that
the kraken is an illusion. Once a creature knows the kraken
Initiative. The trap acts on initiative 20 and 10. isn’t real, it is immune to Kraken Fear and resistance to the
Active Elements. The Aspect of the Kraken creates an psychic damage from the Illusory Tentacles.
illusory kraken that scares creatures and attacks them with Secret Door. If creatures can locate and unlock a secret
phantasmal tentacles. door, they can escape the chamber. To locate the door, a
Kraken Fear (Initiative 20). An illusion of a manifests creature must succeed on a DC 15 Wisdom (Perception)
around the statuette. All creatures within 30 feet of the check. Once the door has been found, it can be unlocked with
statuette must succeed on a DC 15 Wisdom saving throw or a successful DC 15 Dexterity check using thieves’ tools.
become frightened. A creature frightened this way must take
the Dash action and move away from the statuette area by
the safest available route on each of its turns, unless there is
nowhere to move.
Hybrid trap (level 17-20, moderate, harm) A transformed creature is limited in the actions it can
perform by the nature of its new form, and it can’t speak, cast
An ornate chandelier hangs from the ceiling of this circular spells, or take any other action that requires hands or speech.
chamber. Any creature that passes directly beneath the The creature’s gear melds into the new form. It can’t activate,
chandelier triggers the trap. The doors lock, and spiked use, wield, or otherwise benefit from any of its equipment.
chains extend from the chandelier, which begins to spin
rapidly. Finally, a beam of magical energy shoots down Dynamic Elements. The chandelier spins ever faster,
directly beneath the chandelier. Any creature that enters this becoming more dangerous the longer the trap remains active.
beam is transformed into a beetle. Increased Speed. After it activates, the damage from the
Trigger (Creature Detector). Walking directly beneath the Flailing Chains increases by 10 (3d6). While its damage is 35
chandelier triggers the trap. (10d6) or greater, it acts on initiative 20 and 10.
Initiative. The trap acts on initiative 20 and 10. Constant Elements. The Flailing Chains and Transmutation
affect each creature that ends its turn in an area affected by
Active Elements. Necessary Weevil first locks the doors. these elements.
Chains then extend from the chandelier which starts to
spin, and a beam of transmutation magic shoots down from Flailing Chains. A creature that ends its turn within 10 feet
beneath the chandelier. of the chamber walls must make a saving throw against the
Flailing Chains effect.
Locked Doors (Initiative 20). This effect activates only
once, the first time the trap acts. The exits and entrances to Transmutation. A creature that ends its turn directly
this room slam shut and are locked in place by magic. Tiny beneath the chandelier must make a saving throw against
creatures can crawl beneath the door frames. the Transmutation effect.
Flailing Chains (Initiative 20). Chains extend from the Countermeasures. The trap’s trigger and active elements can
chandelier, and it begins to spin rapidly. Each creature each be thwarted by particular countermeasures.
within 10 feet of the chamber walls must make a DC 12 Trigger. The chandelier has an aura of transmutation magic
Dexterity saving throw, taking 17 (5d6) slashing damage on a when viewed with detect magic, and a creature that gets close
failed save, or half as much damage on a successful one. Tiny enough to it can find arcane symbols on the chandelier with
creatures are unaffected. successful DC 12 Wisdom (Perception) check. The chandelier
can be disabled with a successful DC 12 Intelligence (Arcana)
check, or with dispel magic (DC 18). Disabling the chandelier
deactivates the trap.
Open the Doors. The doors’ lock has been enhanced with
arcane lock, which can be found with detect magic. As an action, a
creature can pick the lock on the doors with a successful DC 22
Dexterity check using thieves’ tools. The doors can be pushed
open as an action with a successful DC 22 Strength check.
TRAP DURATION
Most traps have an instantaneous effect; they deal damage or drop a creature into a pit. But some traps, especially magical
ones, have spell effects with a duration. If the duration isn’t specified in its description, use the table below to determine the
length of the duration, based on character level and severity of the trap.
In most cases, a trap effect with a set duration can be removed with a spell like dispel magic, remove curse, lesser restoration,
greater restoration, or more powerful magic. An effect with a permanent duration can only be removed with greater restoration,
or something more powerful like wish. Spells that can remove a trap effect with a duration are listed in their descriptions.
MAKE SOUND
Trigger Details Any sound above a certain level triggers the trap. Creatures
Detailed descriptions of each type of trigger are presented must make an effort to be stealthy, and some creatures may
below, along with suggestions regarding how the trigger not make enough sound to trigger the trap due to flying or
might best be used. Common countermeasures are also other forms of movement.
provided. By no means are these the only possible options,
just the most common. Countermeasures (Difficult). A successful Wisdom
(Perception) check reveals the trigger. Creatures who move or
To make any of these triggers more challenging, you can add perform actions in the trapped area must make a successful
the difficult or sensitive trait. Dexterity (Stealth) check each round to avoid triggering the
trap. A successful Intelligence (Investigation) check reveals
Mundane Triggers the nature of the trigger, and allows a creature to attempt a
These triggers are primarily mechanical and don’t have any Dexterity check using thieves’ tools check to disable it.
magical component. Gears, levers, weights, springs, or Creative characters can use other ways of muffling sound,
other mechanical devices might be involved in the design like casting silence on a creature or area, to bypass this trigger.
of the trigger.
Countermeasures. A successful Wisdom (Perception) check
MOVE LEVER/PRESS BUTTON
reveals a mundane trigger and a successful Dexterity check Moving a lever or pressing a button triggers the trap.
using thieves’ tools disables it. Mundane triggers that Depending on the trap, pressing the button or moving the
operate differently have their countermeasures noted in lever again might deactivate the trap once triggered.
their descriptions.
WHAT DOES THIS DO?
ATTEMPT TO PICK LOCK
The trigger is built into a lock and attempting to pick it Multiple levers or buttons quickly turns a simple trap
triggers the trap. Using a key on the lock will not trigger the into a complex one. A natural instinct is to test each
trap. This is one of the most common triggers and is a useful lever to assess what they all do and how to deal with the
deterrent almost anywhere. trap. Consider ensuring that there are clues in the area
BREAK OBJECT of the trap, or make sure characters have a chance to
learn about the trap prior to encountering it.
Breaking an object such as a glass case, crystal vial, or magic
gem triggers the trap.
TOUCH OBJECT
Touching a particular object triggers the trap. There may
be parameters that determine who or what may or may not
touch the object. These criteria can be as broad or specific as
necessary, including race, alignment, gender, spellcasting
ability, religious affiliation, or class. Wearing gloves or using
something else to touch the object might bypass the trigger
instead of disabling it.
CORPSE
Dangerous
Moderate
Perilous
Setback
Deadly
DETECT MAGIC
The presence of an active detect magic spell within a certain
area, whether cast in that area or active already, triggers the
trap. This is a good trigger to combine with other triggers,
especially in an area where detect magic would usually see use,
like a treasure vault. Note that detect magic will reveal this
trigger, but it will also set off the trap.
MORTAL SACRIFICE
Killing a creature in a specific area or way triggers the trap.
Alternatively, sacrificing the wrong creature, or performing
the sacrifice incorrectly, triggers the trap.
Countermeasures. A successful Wisdom (Perception)
check, Intelligence (Arcana, History, or Religion) check, or
casting detect magic reveals the nature of the trigger. Another
successful Intelligence (Arcana) check or a successful dispel
magic cast on the trigger disables it.
PRODUCE LIGHT/DARKNESS
Creating light or darkness within a certain area triggers the
trap. Magical or non-magical means of creating light or
darkness can both trigger the trap.
READ WRITING
When a creature reads aloud certain writing it triggers the
trap. The writing may be in a book or scroll, carved above a
doorway, or etched into the blade of a sword.
TRAP CREATURE CR
If the effect releases or summons creatures, use the table below to determine the CR of the creatures and how many the trap
can create. This table is just a general guideline; feel free to adjust the trap depending on your needs.
TRAP DURATION
Most effects have an instantaneous effect; they deal damage or drop a creature into a pit. But some traps, especially magical
ones, have spell effects with a duration. If the duration isn’t specified in its description, use the table below to determine the
length of the duration, based on character level and severity of the trap.
In most cases, a trap effect with a set duration can be removed with a spell like dispel magic, remove curse, lesser restoration,
greater restoration, or more powerful magic. An effect with a permanent duration can only be removed with greater restoration,
or something more powerful like wish. Spells that can remove a trap effect with a duration are listed in their descriptions.
Effect. Creatures standing over the drop when the trap For a drop with more variety, roll a d10 and consult the
is triggered must make a Dexterity saving throw. On a table below. Except for the Drop Into Teleporter version,
successful save, a creature is able to grab onto the edge of these drops can be either magic or mundane. The maximum
the pit. On a failed save, a creature falls into the pit and takes damage of this drop is determined by the trap’s lethality,
bludgeoning damage from the fall. Climbing out of a pit which also sets the maximum depth of the drop.
usually takes a successful Strength (Athletics) check.
Type of
d10 Effect
Drop
1 Empty Creatures take 1d6 bludgeoning damage for every 10 feet they fall.
2 Spiked Creatures take 1d6 damage for every 10 feet they fall; half of this damage is bludgeoning and half is piercing.
Creatures take 1d6 bludgeoning damage for every 10 feet they fall after the first 20 feet. A creature in the
3 Into water water can keep it’s head clear for a number of minutes equal to 1 + its Constitution score. After that time,
the creature starts to suffocate.
Creatures take 1d6 bludgeoning damage for every 10 feet they fall, or half that damage if the fall ends in
Into lower
4 a ramp or slide to ease the landing. The creatures are now in a deeper area or a lower floor than they were
level
previously on.
Creatures take 1d6 bludgeoning damage for every 10 feet they fall, or half that damage if the fall ends in
5 Into lair
a ramp or slide to ease the landing. The creatures are now in the lair of a monster.
Creatures take 1d6 damage for every 10 feet they fall; half of this damage is bludgeoning and half is acid.
For a more challenging drop, the acid can corrode metal. Any nonmagical weapon or armor that is made
of metal that a character is wearing or holding that touches the acid begins to corrode. At the start of
each turn in the pit, the following occurs: A weapon takes a permanent and cumulative -1 penalty to
6 Acid
damage rolls. If its penalty drops to -5, the weapon is destroyed. Nonmagical ammunition made of
metal that touches the acid is destroyed after dealing damage. Armour or shields take a permanent and
cumulative -1 penalty to the AC it offers. Armour reduced to an AC of 10 or a shield that drops to a +0
bonus is destroyed.
7 Fire Creatures take 1d6 damage for every 10 feet they fall; half of this damage is bludgeoning and half is fire.
8 Hidden The trap’s trigger gains the difficult trait.
Creatures take 1d6 bludgeoning damage for every 10 feet they fall. After a creature falls into the pit, the
cover snaps shut to trap its victim inside. A successful Strength check is necessary to pry the cover open.
9 Locking The cover can also be smashed open. A creature in the pit can also attempt to disable the spring
mechanism from the inside with a Dexterity check using thieves’ tools, provided that the mechanism is
in its reach and the creature can see it.
Creatures that fall into the pit are teleported to another location of the trap designer’s choosing.
10 Teleporting Depending on how the trap is arranged, a creature could take damage from a fall when they arrive in the
new location.
39-40 Elk 89-90 Tiger As a spell trap (5th level slot), the glyph casts a
hemispherical dome version of wall of force, centered on the
41-42 Flying snake 91-92 Vulture triggering creature.
43-44 Frog 93-94 Warhorse
45-46 Giant centipede 95-96 Weasel
47-48 Giant fire beetle 97-98 Wolf
49-50 Goat 99-100 Worg
Crossbows or darts are most effective when placed at the end If a creature walking through the corridor steps on a hidden
of the corridor. The target doesn’t have much space to dodge pressure plate, they trigger the trap. Darts laced with crawler
out of the way, and if the projectile doesn’t hit the target in mucus fire from the doorframe at the far end of the corridor.
the front it might hit a target further back. Trigger (Pressure Plate). Applying 20 or more pounds of
pressure to the pressure plate triggers the trap.
Blazing Barricade Effect (Darts). Darts shoot from the frame of the door at the
Mechanical trap (level 5-8, moderate, subdue) far end of the corridor. Each creature in the corridor must
make a DC 15 Dexterity saving throw. A creature that fails
A tripwire stretches across this thin corridor. Breaking
takes piercing damage and succeed on a DC 13 Constitution
the wire triggers the trap and reveals gas vents along the
saving throw or be poisoned for 1 minute. The poisoned
corridor. Ignited by a spark, the gas forms walls of fire to
creature is paralyzed. The creature can repeat the saving
erupt, sealing creatures in the corridor and separating them.
throw at the end of each of its turns, ending the effect on
The vents are at 15 feet and 40 feet in a 50-foot long corridor.
itself on a success.
Trigger (Tripwire). Breaking the tripwire triggers the trap.
A creature that succeeds on its Dexterity saving throw takes
Effect (Wall of Fire). Gas vents open and a spark causes them half the piercing damage and isn’t poisoned.
to ignite, creating two walls of flame that block the corridor
Countermeasures. A successful DC 15 Wisdom (Perception)
at 15 and 40 feet. The walls reach from floor to ceiling and
check reveals the pressure plate, and a successful DC 15
are 1 foot thick. They are opaque and last for 1 minute.
Dexterity check using thieves’ tools disables the trap.
When the walls appear, each creature within a wall’s area
must make a DC 12 Dexterity saving throw. On a failed
save, a creature takes 22 (5d8) fire damage, or half as much
damage on a successful save.
This 15-by-15 foot room has a lever on the back wall and on
7 A wooden handle When the chain is pulled,
the right wall is a metal door. Evenly spaced along the stone
walls are a series of small, numbered, 1-foot-diameter metal connected to a hatch #3 opens.
hatches that cannot be opened and do not have handles. One chain
of these is above the metal door. 8 A 10-digit dial Pressing the button adds
Pulling the lever makes a large, metal door slam down over with center the amount of seconds
the entrance to the room, barring creatures from entering or button; a small selected on the dial to the
exiting. The hatch above the right door slides open to reveal
triangle indicates timer
a countdown timer made of small numbered wooden tiles,
automatically flipping as time ticks down. the number
selected
Once the lever has been pulled, and the door has slammed
shut, hatches 1, 2, 4, 6, 7, 9, and 10 open to reveal a series of 9 A button Resets the lever in hatch
mundane items within cubby holes. Interacting with an item #6
has the effect shown in the table below:
10 A button Every 5 seconds the
Hatch Cubby Contents Result After Interaction button lights up red. If
Number pressed when unlit, the
1 A rope hanging When this rope is pulled, button does nothing,
from the top of the hatch #5 opens. If the but if pressed when lit, 5
cubby rope is released, hatch #5 seconds are added to the
closes. timer.
2 A handle with a Nothing. The grip is Solution. When the countdown timer reaches 0, both the
entrance and exit doors open. The party simply needs to
leather grip sticks mildly comfortable.
wait. That’s it. Nothing else.
out from the left
An Object Lesson. This puzzle lends itself to certain settings
cubby wall.
or applications more than others. It could be a teaching
3 A chain hanging When the chain is pulled, tool found in a monastery or church to teach the lesson
from the top of the hatch #8 opens. If the that “patience is a virtue.” Or it could be an intentional test
cubby chain is released, hatch of restraint, meant to find out how long it takes the group
to “solve” the room. If it takes them longer than a certain
#8 closes.
amount of time, perhaps they’re refused a prize or are
4 A metal crank Every full rotation of the simply met with disappointment from the test-giver. Or the
crank adds 1 second to puzzle could be a delaying tactic, allowing something else to
the timer. catch up to the party, or give someone monitoring the room
extra time to react.
5 2 buttons Pressing the left button
One or the Other. The room could be set up so there are 2
adds 10 seconds to the exit doors and the timer is between them. If the timer ends
timer. Pressing the right in a certain amount of time or less, the left door is opened,
button adds 20 seconds to and the right remains shut. If the timer takes longer, the
the timer. left door remains shut and the right door opens. In this
situation, the left door is assumed to have something
6 A lever Pulling the lever down positive waiting.
adds 5 seconds to the
timer. The lever can not
manually be pushed back
up.
Transportation Device
lofted within the shaft, whether thee be beyond the point thou
intended to reacheth, or mayhaps thou calculated wrongly and
A few steps lead up to a sliding door, inside which is a 15-by- undershotteth thine loft, pulleth the timed break lever, which
15-foot platform. The platform’s edge is surrounded by a shall locketh the platform in place for lo 30-seconds. The break
rail with hinged gates in the center of all its sides but one. lever may be reset, though if it is not, and additional loft has not
If a creature stands on the platform and looks up, they see been created in the arcanic elemental containment chamber, the
a vertical lift shaft rising high above them. Other doorways Arcanic Liftomatic Vertical Transportation Device shall descend
open on the left shaft at certain points high above. with gentility.
On the rail that does not have a hinged gate is a brass box • Should thee be desirous of the creation of further loft, thou mayest
with 7 wheel-like cylindrical dials set into it. The dials have pull thine timed break lever, set thine brazen tumblers to null, and
four pictograms etched into them: a flame, a water droplet, input the elements thee require and proceedeth per usual directations.
swirling air lines, and a simple dash line. Above each dial is a • A Note of Warning Most Dire! Should symbols
small brass frame which indicates what pictogram ss selected. inflammatory be input in series numbering greater than four, the
Dangling from a chain beside the console is a battered elemental containment chamber shall be unable to contain the
manual, the contents of which follow: element and the Liftomatic Vertical Transportation Device will
be engulfed in truly manifested element inflammatory.
Arcanic Liftomatic Vertical Transportation Device
Solution. The solution to this puzzle is simply to read the
• Do input the elements thee desire upon the brazen tumblers. manual and make heads or tails of the controls.
• Verily, ensureth thou hast input thine elements in the ord’r they To lift themselves 10 feet, the characters must input the
shall be made manifest. following on the tumblers: flame, water, air, null, null, null,
• Noteth that pow’r inflammatory in singular shall only beareth and null.
thee loft no more than ten spans of the standard foot of a human. To lift themselves 20 feet, they must input the following:
• Be thee ware that improp’r mixture of elements arcane may flame, flame, water, water, air, null, null.
causeth unintended or grave consequences. To lift themselves 30 feet, they must input the following:
• Thine elements must remain with others of their kind, excepting flame, flame, flame, water, water, water, air.
only when transitioning unto a new set of elements. Once a Call the Lift. Depending on how accessible you would like
contiguous group of elements has been created upon the brazen this elevator to be, you can create panels at any upper-level
tumblers, further groups will be unable to be created. door to allow the platform to be called from above so long as
• Should thee desire to loft thineselves above a height of ten spans of the operating procedures are remembered.
the standard human foot, thou must NOT alternate the elements Holy Hand Grenade. To enhance the comedic value of the
inflammatory and aqueous repeating, for functioning shall cease. reading of the manual, the reader may read it in their best
• Elements thee may selecteth: quavering, pseudo-Shakespearean voice.
• Inflammatory - Indicated by flame - Produces fire, heat,
necessary for loft fuel.
• Aqueous - Indicated by droplet - Produces moisture, neces-
sary for sustained lift.
• Zephyrous - Indicated by swirling lines - Produces air, lift,
necessary for initial propulsion.
• Null - Indicated by a dash.
• To propelleth thineselves, thou must combineth the elements
in sufficient quantities so as to loft thineselves to the desired
destination.
• An amount of element aqueous shall be added post entry of
element inflammatory. Such is required to formeth pressurized
gaseous aqueous, responsible for sustained lifting pow’r.
• A single instance of element zephyrous shall be added post
entry of element aqueous, no more, no less. Such is required to
produceth necessary initial thrust for loft.
If characters get in the boat and row through the tunnel, Creatures can take damage as normal from this movement
they will emerge from the tunnel into the room they just left; due to traps or dangers in their path. Creatures that want to
they see and feel nothing behind them but the stone wall. prevent this forced movement can make a DC15 Charisma
They do, however, see a ghostly vision of their immediate saving throw. If the creature fails, they are moved against
past selves on the ice, replaying from the moment they their will. If they succeed, they are unmoved, and their
initially entered the room until they rowed into the tunnel. connection to the miniature figurine is severed, preventing
If any characters stayed behind without getting on the boat, them from being moved this way again.
they do not see this vision, but they do see the boat phase Solution. This puzzle concept has an infinite number of
through the stone wall. Any subsequent passes through the applications and solutions depending on the campaign
tunnel reveal the same thing. and in-world location of the diorama. The following are
Solution. The icy portion of the room represents the potential scenarios and solutions for this puzzle, which can
characters’ past, while the river portion of the room be adjusted or replaced with your own ideas:
represents the characters’ present. If characters enter the • Characters examining the diorama discover a hidden
steamy portion of the room after traveling through the room with no entrance that can’t be seen or accessed in
tunnel, they see another ghostly vision, presumably of their real life. Characters must find a way to carve a path in the
future selves. This vision shows themselves lowering to the diorama to make this room accessible; or, similarly, they
floor to lay motionless in a fetal position. After a moment, may find a way to relocate the treasure within this hidden
the vision melts through the stone floor and disappears. If room to a separate accessible location in the dungeon.
the characters follow this vision’s lead and curls into a fetal • Characters notice a room further into the dungeon with
position on the floor, they too will phase through the floor the lurking miniature figurines of sinister creatures.
and into a new area. Under the same limitations of the characters’ figurines
In this new area, or as they phase through to this area, (no lifting, no laying down, cannot be destroyed) players
characters may have further dream-like visions of their past or must relocate, restrain, or otherwise clear a path
future selves, personalized and described at your discretion. through these creatures in order to advance. This can
Be Creative. This puzzle presents ample opportunity for also be applied to disarming traps and clearing other
adjustment to suit your party’s needs. Especially since the map obstacles before advancing.
players will likely try many things outside of the “correct” • Characters notice a miniature in their current room
solution, you can think of many other ways to reward of a hostile creature they can’t otherwise see or detect.
their creativity with additional visions or discoveries. For Players must battle this creature, and may use their
example, what if players try to break through the stone wall action to move themselves, allies, or the creature to
from which the river mysteriously originates, or they try to another location using the diorama. If the creature is
travel backwards through it? What if players try to stop or sentient and intelligent, it may even try to commandeer
turn around in the middle of the dark river tunnel — would the diorama to use against the characters instead.
they discover anything?
You don’t need answers to every possibility right from
the start, but leave yourself open to having fun and being
creative with your responses to your players’ efforts.
Solution. The metal box can be opened in any room, but it’s Creatures inside the ant farm appear Tiny to those outside
hardest to open in summer and easiest to open in winter. It it, but they are their normal size relative to other creatures
contains a 6-inch tree sapling, and once the box is opened in inside the ant farm. The ants in the farm are highly
one room it is opened in all rooms. territorial and attack intruders.
Characters can then plant the seed in the farming soil in The journal describes the room’s owner using the ant farm
the spring room. Nothing happens immediately, but in the as a place to store valuables. He discovered that his ants were
winter room there is no a 4-foot tall tree of the same kind temperamental, and he tried several things to deal with them
as the sapling. Removing this tree and replanting it in the including homebrewed ant repellant, dried meat, and sugar.
spring room, makes a large, fruit-bearing tree appear in The ant repellant doesn’t work at all. Instead, it enrages any
the autumn room. Characters can then take this fruit to the ants in the immediate area until the characters flees.
winter room, place it into the circular indent on the door, The ants quickly devour the dried meat, but it does nothing
and the door will open. to make them more friendly. The sugar, however, makes ants
What lies beyond the door could be a bounty of mystical fruits who eat it friendly towards the characters.
and vegetables, or perhaps a portal to another location or plane
that is similarly governed by the quick shifting of seasons.
28. Stoned
Remembering the Past. The core concept of this room
In the center of the room is a large, simple clay pot
could instead be used to provide interesting opportunities surrounded by beautiful colored stones. A creature who
for roleplay with the players. Perhaps key events in your picks up a stone is unable to speak, unable to release the
characters’ lives occurred in a particular season, creating stone, and cannot pick up another stone.
a ripe atmosphere for flashbacks or plot advancement. It’s
also possible that the rooms don’t culminate in a locked Each stone telepathically whispers a particular requirement
door at all, but simply serve as a physical representation of to the mind of the creature who picks it up, and meeting this
characters’ journey thus far. requirement allows the creature to drop the stone.
The conditions for each stone are:
• Red. You must take 5 hit points of damage while holding
the stone, then you may place it in the pot.
• Orange. You must place your stone in the shoe of a
fellow party member, and place the shoe in the pot.
Story Secrets
relationship between the main antagonist and the heroes
(such as the villain being one of the hero’s blood relatives) or
something more mundane, like a secret escape tunnel out of Story secrets include things having to do with the
the final chamber of the dungeon. overarching campaign and the characters’ roles within it.
Characters can learn these secrets by seeking out learned The noble who gives the characters their quest to rid the
scholars or ancient creatures that might know obscure land of vampires is himself a vampire. Two characters find
facts. They can also pour over books, scrolls, and runes out that they are actually half-siblings and share a psychic
on dungeon walls. Dreams, visions, flashbacks, and other connection. The entire planet has a giant dragon slumbering
magical occurrences can also yield useful information. inside of it. These are all secrets that could change the
characters or how they relate to the world of your campaign.
Each of these methods requires a different approach. Wisdom
and Charisma-based skills such as Insight, Persuasion, and The best way to give out these secrets is slowly, as clues to
Intimidation are useful when dealing with other creatures. a larger puzzle. Each piece helps to form a clearer picture
When searching for written secrets, Intelligence-based skills of the whole secret. Better still, but more challenging,
like History and Religion are appropriate. For supernatural is to leave a trail of clues that lead the characters to the
wrong conclusion. Then, when the final clue is in place, the
revelation comes as a shock.
d6 Ideal
*Trapmaker’s Tools
1 Practical. I use my skills to aid those with
This kit includes tools handy for crafting traps, such as
righteous intent. (Lawful) lightweight wire-cutters, pliers, various clips, and a pair of
2 Reckless. We may lose a few people along the way thick gloves designed for the handling of sharp objects.
so the rewards better be worth it. (Chaotic)
3 Supportive. The coin I make from my skills goes to NPCs & Hirelings
benefit the needy. (Good) Throughout the land, there are folk who are wise when it
4 Selfish. Me, myself, and I. (Evil) comes to traps and how to deal with them, and some of them
are for hire. Each of these NPCs has a unique skill set which
5 Assignment. It doesn't really matter who I'm may be useful to an adventuring party.
working for, or to what end, as long as I get paid.
Compensation. Some trapsmiths require an upfront fee
(Neutral)
for their services, others may demand a share of the profits;
6 Unpredictable. People around me never know some may demand both. The more potential danger, the
what I'm going to do next. (Chaotic) more the trapsmith charges.
Alterations. The characters below are designed as by-
d6 Bond the-book characters (with the exception of the Trapsmith
Most of my earnings go to my guild. background and trapmaker’s tools). If they are too powerful,
1
or not powerful enough, for your needs, feel free to increase
2 I'm avoiding a manipulative and dependent family. or decrease their level and adjust as necessary.
3 I regret putting my friend in a dangerous situation,
one that led to their death.
4 Folk from far and wide will one day tell tales of
my exploits.
5 I go it alone, and I always have.
6 I'm quick to make new friends, but also quick to
lose them.
Personality Traits
Berf is persistent and doesn’t give up easily. He nearly
starved to death once when he delved into a trap-laden
dungeon in search of a lost relic.
Ideals
Berf is a bit reckless at times; a few people may be lost along
the way, but the rewards might be worth it.
Bonds
Berf regrets putting his former partner in a dangerous
situation, one that led to their death.
Flaws
The desire to see what’s beyond the horizon has gotten Berf
into trouble more than once.
Roleplaying Berf
Berf says what he thinks and lacks any subtly with his words.
He is one of the toughest dwarves you’ll ever encounter, with
the stamina of someone half his age. He tries to make everyone
around him think he doesn’t get scared or feel pain but, deep
down, even he has a breaking point.
“Don’t touch a thing!”
EQUIPMENT
A set of tough, rugged clothing, a set of trapmaker’s tools*, a
small boot knife, string, a wooden hammer, box of 50 1-inch
iron nails, a small envelope holding 15 hollow needles, a
thimble, a round leather scroll case containing 10 pieces of
parchment, 5 small pieces of writing charcoal, a spool of
wire, a spool of thin braided rope, a spring, a pulley, and a
pouch containing 5 gp.
Personality Traits
If Izzy gets dirty (literally or figuratively), then she has done
a poor job. Izzy works smart, not hard.
Ideal
Izzy strives for perfection and the best possible outcomes in
all aspects of her life.
Bond
Izzy does what she does because she loves the challenge and
the feeling of accomplishment it gives her. The money is
simply a necessity.
Flaw
When something goes wrong, Izzy immediately tries to
assign blame, even if it is with herself. She has a difficult
time letting go of failure.
Roleplaying Izzy
Izzy is a somewhat frantic gnome who is obsessive about
cleanliness and efficiency. Despite the manner in which she
works, her spellcasting and her work with traps is perfect
almost every time. She holds herself accountable for any
failures, often to her detriment.
“Yes! That’s the ticket!”
172
You Hear A Click...
Treacherous Traps is an incredible resource for game masters looking to get more out
of their dungeon design. Contained within are over 250 pre-built traps ranging in level
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Also included is a random trap generator, consisting of 50 trap triggers, and 50 trap
effects that, when combined, create up to 2,500 different combinations.
Along with the tips and tricks for using traps, puzzles, and riddles in your fantasy
games, Treacherous Traps is the perfect accessory for any dungeon architect!